;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption (YEAH RIGHT!!) and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Pub
@PEDIAIMPROVE4
There's no place like a good ol' pub.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Brewery
@PEDIAIMPROVE9
Allows city to increase beyond size 6. 
^"As the population grows so does the demand for alcaholic beverages."

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Nightclub
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Communism).
^"Nothing takes a person's mind off the depravity and corruption
of their Government like a big booze up at the local nightclub."

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Casino
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).
^"Most Governments tax gambling heavily, sparing no
thought for those poor bastards who become addicted
and go stony broke."

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Internet Cafe
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbour
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.
^"The coppers keep our underlings in line, whilst accepting handsome bribes for themselves."

@;Non-union Wharf Labor
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.
^"MUA- here to stay My arse! Who needs Union Labor
when we can pay non-union workers less for more!"

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.
^"The piggery of the rich can be heavily taxed, heehee"

@;Viagra Stickpile
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.
^"Nothing takes a man's mind off food like sex does."

@;Legalised Brothels
@PEDIAIMPROVE40
One extra happy citizen in every city.
^"Many undersexed politicians are pushing
to legalise brothels. I can't see why John Howard
wants a GST, because it'll mean he'll have to pay
an extra ten percent down at King's Cross."

@;Hancock mansion
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.
^"A symbol of wealth in the West"

@;Evasive Regime
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.
^"Indonesia hasn't got exactly the most 'above board' government.
Asian boat people push their ships to the limit, trying to get away
from their homeland to start a new life in Australia."

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;XXXX Brewery
@PEDIAIMPROVE44
Doubles the effect of all of your pubs.
^"Melbourne got rain, Sydney got yuppies.
^Tassie got the chop, but we got lucky!
^Yeah we love it up here, the people and the places!
^The mates and the faces!
^Four X!! 
^We love it up here, 'cause we can't spell beer!!"

@;Forged Passport Traffic
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.
^"Those asians who don't get here by boats, deftly
eluding Australia's underfunded customs service, get here 
using forged passports"

@;The Dreamtime
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
^"Aboriginals find themselves inspired by their ancestry
and the teachings of the old tales."

@;Arthur Tunstall memorial
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".
^"Of course, One Nation Supporters have to have some
Rascist bastard to look up to....not even they could
possibly look up to David Oldfield."

@;ASIO
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).
^"Australia's secret service- it's actually good! Well, sort of."

@;Melbourne International Comedy Festival
@PEDIAIMPROVE49
Counts as a nightclub in each of your cities.
^"Melbourne: The Comedy Capital of Australia. 
Jeff Kennett's Government is such a joke."

@;Bondi Unemployment Agency
@PEDIAIMPROVE50
Increases science output of city by 50%%.
^"Top Aussie bludgers, yobbos, and hippies,
join their minds to think of new ways to 
avoid getting a job."

@;Ugg Boot Emporium
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.
^"Every one knows about the Kiwi's unwholesome fascination
with sheep."

@:Sydney Opera House
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Bond Brewery
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.
^"Alan Bond may be a bloody criminal, but he makes some nice beer"

@;University of New South Wales
@PEDIAIMPROVE55
Doubles science output of city.

@;Capital Gains Loophole
@PEDIAIMPROVE56
"Ahhh... the Capitalist Pigs with their Machiavellian 
accountants and ethically contaminated lawyers continue 
to tear the heart out of the nations coffers! The magnates of
Kalgoorlie have been able to set up all kinds of off-shore businesses 
in havens like the Canary Islands. This loophole pays the 
maintenance for all city improvements that ordinarily cost 
one measly gold per turn. Half their luck!" 




@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;Greenpeace Hangout
@PEDIAIMPROVE59
When you first obtain control of the Greenpeace hangout.
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.
^"Those bloody..I mean NICE Kiwis are all greenies!! B-but you've gotta love
those true blue little New Zealanders"

@;Snowy Mountains Scheme
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.
"Now that we've destroyed the animal habitats and the farmland on the banks
of the Snowy river, we can proceed with other degrading projects, such as 
Uranium mining in Kakadu National Park, and extensive irrigation of the farmland
around the Murray-Darling River system."

@;Steinlager Brewery
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1). 
^"Those bloody Kiwis just drown their sorrows with a six pack of
Steinlager."

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;UN's Sympathy
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).
^"Those bloody Kiwis are using the UN to further their own
ambitions!"

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;Telstra Bigpond
@PEDIAIMPROVE65
Counts as an Internet Cafe in every one of your cities; effectively
doubles your science output. 
"Now that the Australian Government has sold most of it to foreigners, Telstra 
is now half decent"

@;Aboriginal Legal Aid
@PEDIAIMPROVE66
One extra happy citizen in each city.
^"one rule for you, another for us! 
Through arguable distortions in Australias 
legal system, Aboriginal people enjoy support, 
freedoms and leniency not usually available to 
mainstream Australians." 

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Fascism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Fascism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Fascism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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